The best idea (IMO) that I’ve seen to try to solve the true issue (serial refreshing), would be some sort of upkeep cost. This also gets very complicated, but at least theoretically would allow playing of the game while making serial refreshing much more difficult.
The suggestion would be that there need to be multiple avenues to pay the cost, suitable for different playstyles. A burden that should not be too onerous for legitimate players, but should not be too easy for serial refreshers to simply pay out of a long established hoard. (Though it should also be possible to stockpile to a reasonable degree so that players can take a holiday, without losing everything.)
The biggest problem is that it risks become a ‘taxation simulator’ - which is why Dune has recently done away with that mechanic, because it wasn’t working.
A couple of examples of what I think could work -
a relatively ‘cheap’ payment of x world boss hearts (or something similar) per refresh period - something that rewards playing the game and being out in the world. (For PVP, this might also add value to raiding?) There would need to be some sort of earlier game option, particularly for newer players and smaller lower tier structures in order to not make it unfeasible.
a more expensive, material cost for refreshing, to suit harvester/builder type players. (Obviously I haven’t done the maths, so numbers are meant more as conceptual placeholders than actual suggestions.) Players could pay a certain percentage of the total build pieces in building materials (perhaps 1% per refresh - maybe less, that might actually be a really heavy burden) - hardened brick, shaped wood and steel reinforcements for tier 3, lower tier materials for lower tier buildings (with a building that contains at least 5% tier 3 counting as fully tier 3, to minimise sandstone spam). Perhaps paying a 10th of that refresh cost if refreshing day one, up to the full cost if refreshing day ten, so it scales in a similar way to costs for repairing items. (whatever full cost works to be.)
a mid-range cost option, paying in gold? Or jailors keys?
Details would obviously still need to be solved. And I don’t think it would be easy to get the balance right. But I do think some sort of multi-layered system like this might be the best suggestion. (At least when compared to all the others I’ve seen suggested over the years.)
Of course - thorough admin oversight would probably be best of all. But that’s also potentially a very expensive (real world cost) option, requiring full-time staff, so it has some definite flaws of its own, and would probably need to go hand in hand with some sort of ‘service charge’ for use of the servers in the first place.
Anyway. Just some proactive thoughts, rather than just shooting down ideas without offering alternatives.
Edit: Oh it should also go without saying that this should all have some sort of toggle for private servers/singleplayer to turn off as desired (and/or maybe a slider to scale it as well). We’re trying to solve the problems of official servers, not create problems elsewhere.